Killing Time Walkthrough
Click
here to download the Carbonized version 1.3 for MacOS X.
If you're using a version earlier than 1.2, click here to get the update patch.
Never played Killing Time? Click here to get the Mac demo, or here for the PC demo.


Click here for info on March 2004 walkthrough update.
INTRO

Killing Time was originally created for a cult gaming platform called 3DO, then in 1997, Logicware released the Macintosh version. Critics dismissed it as a "Doom clone," but I was impressed by the music, sound effects, gore, and overall mood of Killing Time. I played it off and on for about a year, unable to figure out the conclusion, so I searched online for help and found a whole galaxy of reviews, screenshots, and cheats... but no walkthrough... so I decided to lock myself up for a week and write one.

This walkthrough is completely compatible with the PC version of Killing Time released by Studio 3DO (see "3DO Note" below). At various points, you'll be advised to look down (press [page down]), crouch (press [Z]), run (hold down [shift] while moving), or jump (press [A]). Sometimes, you may have to run and jump to go higher or further, and if you get "physically" stuck, say, between a tree and a wall, jumping will help. Also, sidestep left (press [Q]) and sidestep right (press [W]) will come in very handy.

You can follow this walkthrough from start to finish, or use the MENU to jump to a particular section of the game you're stuck in. Your ultimate mission in Killing Time is to destroy Tess Conway's Waterclock. But, before you're able to complete that task, you must destroy six Egyptian Artifacts located in various attics of The Mansion. The attic staircases are locked behind four blue iron doors studded with multicolored stones in a circular pattern; you'll see these "Endgame Doors" as you travel through the ground floor of The Mansion.

A few factoids about the enemies you'll encounter in Killing Time: (1) They cannot cross into the next "level" (e.g., the zombie goons in The Gardens can't enter The Mansion). (2) They'll attack each other if they're clustered together and you're some distance away (e.g., giant wasps will buzz zombie hunters, clowns will slap skeletons, etc.). (3) The vampire bat maids will not attack you—they just go around dusting things—until you attack one of them (or another enemy) in any enclosed room... then they go nuts.

Finally, in most video games, at any time, you can jump from one game level to another using various cheat codes. But not here, not on the Isle of Matinicus. You'll have to make your way from one side of the island to the other—through every nook and cranny—and back again to finish the game in the uppermost part of The Mansion.

3DO Note: The PC version can be found with some persistence and luck; I bought my copy at eBay. And although I'd heard otherwise (even the Killing Time "preview" video on the PC CD-ROM shows different graphics), it is identical to the Mac version in every way.

G. Don Trubey  • 
email: g_don(at)email.com
alt site: www.popdoormat.com

Menu

THE DOCKS

THE COURTYARD

THE GARDENS

THE KENNELS

THE HUNTER'S CABIN

THE LIGHTHOUSE

THE GUEST QUARTERS

FIRST FLOOR OF THE MANSION - EAST WING

THE KITCHEN

THE WINE CELLAR

THE SEWERS

THE TEMPLE OF ISIS

FIRST FLOOR OF THE MANSION - WEST WING

THE LIBRARY

THE HEDGEMAZE

SECOND FLOOR OF THE MANSION - EAST WING

TESS'S BEDROOM

THE CAVERNS

THE LOOKOUT TOWER

THE MAUSOLEUM

THE TOPIARY

THE ARBORETUM

ENDGAME

CHEATS

MUSIC



MANSION KEYS
 
LOCATION
 
RSVP Invitation The Hunter's Cabin
The Wine Cellar Key The Guest Quarters
The Kitchen Key First Floor - East Wing
The Kitchen Annex Key The Kitchen
Tess's Bedroom Annex Key The Kitchen
Temple of Isis Key The Wine Cellar
Second Floor - East Wing Key The Sewers
First Floor - West Wing Key The Temple of Isis
The Library Key First Floor - West Wing
The Hedge Maze Key The Library
Tess's Bedroom Key The Hedge Maze



WINGED VESSELS
 
LOCATION
 
Ears  (shows enemies on map) The Lighthouse
Hands  (unlimited ammo) The Temple of Isis
Eyes  (shows map in more detail) The Library
Liver  (genocide bomb) The Hedge Maze
Nose  (shows ammo on map) Second Floor - East Wing
Mouth  (shows secrets on map) The Caverns
Legs  (2x running speed) The Lookout Tower
Back  (god mode) The Mausoleum
Chest  (200% health) The Topiary
Arms  (8x damage to enemies) The Arboretum

Note: The Winged Vessel powers only last a few minutes, then they're exhausted. They can, however, be recharged with a white Rejuvenation Vessel; one is located in the FIRST FLOOR OF THE MANSION - EAST WING; another is found on the path between THE MAUSOLEUM and THE TOPIARY.
 

THE DOCKS

Enemies: Zombie Bootleggers
Items: None

You start out Killing Time in your boat with a pistol and six bullets. Turn around and go down the stairs to a room below to pick up more bullets. Go back upstairs, turn right, get out of the boat, then go left on the dock walkway. Follow the walkway around, and in front of you is a building in which you'll see the first of many "help me" ghost movies. There are more bullets and a crowbar in the room to your left. Upstairs, you'll find more bullets, but also some machine gun toting zombie bootleggers. When you go back downstairs to exit, if you turn left and go around the side of the building, you'll find shotgun shells and a blue health globe. (These globes will be found here and there, and sometimes left behind by an enemy you've killed. To increase your health, step into or through the blue or gold globes, but stay away from the red ones; they actually DECREASE your health.) Go back to the front of the building, and continue all the way up the stone walkway to The Courtyard.

{}           {}           {}           {}           {}           {}

Secret: In the upstairs room with bootleggers and three long crates, just to your left when you enter, a section of the wall is brightly lit—push on it for twin pistols and bullets.

( back to top )

 

THE COURTYARD

Enemies: Zombie Goons, Zombie Bootleggers
Items: None

Here, you can either shoot the goons or hack 'em with your crowbar to save ammo. If you need them, there are blue health globes located on both sides of The Courtyard. Enter the long, flat building through the door with torches on either side. Go left, kill the bootleggers, and pick up the Tommygun, which uses pistol bullets. Continue down the hallway. (There's nothing in the little rooms to your left.) Through the open doorway, a bootlegger is waiting to your left. In that same direction, around the corner, you'll find a control room with more bootleggers and a shotgun. (The shotgun will be your best friend, believe me.) Go back to the doorway, and you'll see shotgun shells behind some stacked crates; pick 'em up. Nearby, there's a room full of stacked crates. It's a bit of a maze, but you must go in, kill the bootleggers, and flip down a switch located on the back wall; this opens the passageway to The Gardens. Go back to where you entered this building. Turn left, and go into the now-open passageway. If you go around the wall to the right, you'll see two doors. This is what's behind the nearest door: a small room with bullets, then a small library, then a dining room with two blue health globes, then a pantry with the door that leads back into this passageway. (Surprise! There are bootleggers in every room.) Go all the way up the stone steps. Soon you'll be outside, and you'll see the second ghost movie.

( back to top )

 

THE GARDENS

Enemies: Zombie Goons (mostly), Zombie Bootleggers (a few)
Items: None

On the stone walkway, just before you enter The Gardens, you'll find bullets and shotgun shells to the left and right. Go out to the fountain and look around. You'll see The Mansion on one side of this area, and two maze-like walled gardens on either side of the gate. These gardens are full of goons, but they're also packed with hidden ammo. (If you find yourself low on ammo later, you can always run back here and pick up more.) At this point, if you go up to The Mansion, you'll be turned away by Robert, the butler. Press [tab] and look at your map. (You can adjust the size of the map by pressing the [+] or [-] keys.) The area to the west of The Gardens is The Kennels, and just north of there is The Hunter's Cabin; this is where you'll find your invitation to the party. Press [tab] again to return to the game. (Click here for the Matinicus Island map.)

{}           {}           {}           {}           {}           {}

Secret: While you're at the fountain, run and jump nto the round pool surrounding the gold statue. Push on the base of the statue for a gold health globe, which increases your health to 100%.

( back to top )

 

THE KENNELS

Enemies: Zombie Hunters, Two-Headed Dogs
Items: None

From the fountain in The Gardens, take the stone path all the way to the opening in the far wall. (If you come to a locked door, you're on the wrong end of The Gardens.) Go down the stone steps. Now, it gets exciting. It takes two shotgun blasts—or a lot of bullets—to kill the hunters and dogs. At the first Y in the path, go straight ahead. (The path to the right goes to the kennels, which is full of ammo... and lots of pissed off dogs.) Soon, to the left of this path, you'll see a monument with torches and a gold statue. (If you need them, there are also two blue health globes inside, but watch your step; you can fall into the ocean here.) Then, at the next Y, go left. (The right path is a dead end.) Follow the path through the rock walls, and at the Y, go left... to the Hunter's Cabin. (The right path goes to The Caverns, which requires a Key that you'll pick up later—in The Mansion.)

( back to top )

 

THE HUNTER'S CABIN (a.k.a. THE HUNTER'S LODGE)

Enemies: Zombie Hunters, Two-Headed Dogs
Items: The RSVP Invitation (which also unlocks The Gardens' east gate)

Stay alert on the path to the Hunter's Cabin; hunters and dogs will be coming at you from every direction. Soon, you'll see an offshoot path going left, but don't bother; it's just a little ocean lookout. At the next Y, you'll see that the right-straight path goes to the front door of the Hunter's Cabin. (The left path goes to The Lighthouse.) Go in the front door, shoot the hunters, then go to either one of the staircases in the back of the large empty room. Go upstairs, then go through the archway door in the right side of this room, turn left, take a few steps, then pick up the RSVP invitation in the small room to your right. (Note: the RSVP invitation does not appear as a gem in your Left Status Wing; however, it does appear as a Key in your Map Inventory.) Head back to the staircase. (If you're wondering what's behind the archway door in the other side of this large room, it's a huge stash of ammo... and a ton of dogs.) At this point, you can go back and enter The Mansion, but since we're already on the west side of the Island, I'll cover The Lighthouse next, where you'll pick up an especially useful piece of weaponry—the flamethrower.

( back to top )

 

THE LIGHTHOUSE

Enemies: Zombie Hulks, Giant Wasps, Bootleggers, Giant Skulls
Items: The "Ears" Winged Vessel

Exiting the Hunter's Cabin, at the path's Y in front of you, go right (northwest). Follow it all the way to the end, and stop at the bridge. This would be an ideal place to save your game. If your supplies are low, there's a big stash of ammo up in a cave in the high wall to your left. (This cave is also a major wasp nest.) To get there, go to the wall, go left, and follow the wall around until you come to upward step ledges. Jump up and keep following the ledges up; they get narrow, so take care not to fall off. Grab the ammo, and shoot as many wasps as you can, so you'll have fewer to deal with later. Back at the bridge, look across the water to The Lighthouse, and you'll see that the bridge is destroyed. So hug the high wall to your right, and start moving SLOWLY down to the water. It's a very good idea to look down often to see where you're going. Now, you're going to follow a series of descending ledges, then run and jump across the gaps between the little rock islands. Sometimes, you'll get your feet wet, and you'll hear a splash, but if you fall completely into the water, wade back to the mainland, then run and jump onto the lowest rock ledges. (Don't try to wade over to The Lighthouse; you'll drown.) Soon, you'll have to find ascending ledges that you can walk or jump onto, so you can get all the way up to the front door of The Lighthouse.

Be careful; this place is packed with enemies. The first room you enter is the lounge. Go into the hallway, turn right, enter the dining room, then run to the stone block wall at the far left corner. There are steps going up and down—go down. You'll come to room full of crates, bootleggers, and hulks. The flamethrower is in the back left corner of this room, so go left, and follow the wall as closely as possible to the first corner, then continue on, again staying as near the wall as you can. The flamethrower is hidden behind a single crate. There's a room behind the wall where you are standing now; it's guarded by two giant skulls (which move like lightning), but it's full of ammo and two health globes. To get to it, you have to retrace your steps to about the middle of the room, then head into the maze of crates to the opposite wall, then head toward the back of the room. From the corner, you'll see the hidden room. (If you picked up those Molotov cocktails back at the wasp's nest, lob 'em at the skulls.)

Go back up the spiral staircase, and past the opening to the dining room. (If your health is low, you could go into the dining room, and run past the billiard room on your right and the kitchen on your left, then go into the hallway; the lounge—where you came in—is the first door to the left, and the bathroom with a health globe in every stall is the first door to the right.) Continue up the staircase, look through the next opening on your left, and you'll see a gold door that you cannot open. Keep going up the steps to the top, and you'll see a switch—flip it down; this opens the gold door you saw below. Go down there, and through the now-open door out to a statue plaza. You'll see the Winged Vessel at the other end; fight for your life, and go pick it up. That's it. Now, go back to the mainland, and follow the path all the way to The Mansion.

( back to top )

 

THE GUEST QUARTERS

Enemies: Zombie Maids, Vampire Bat Maids, Spitting Bugs
Items: The Wine Cellar Key

When you enter The Mansion, and pass through the small foyer, you'll be in the Great Hall. Go up either one of the staircases to the second floor lobby. The door nearest to you is locked; it leads to Tess's Bedroom. Go toward the windows (the front of The Mansion), and go to the door in the right (west) side of this lobby. Since you have the RSVP invitation, you can open this door. When you enter The Guest Quarters, you'll be in a vestibule with a hall going left (south), a narrow blue passageway straight ahead (west), and a hall going right (north). Go down through the blue passageway. Keep going straight, but notice the octagonal structure to your right. Go through another narrow blue passageway, fight off the maids, and go into the first room across the hall and a few steps to the right; you'll see a switch on the wall—flip it down. Go back through the blue passageway, turn left, go up the steps, and you'll see a now-open triangular room full of bugs. Go in there, and in a room beyond, you'll see a switch—flip it down; this opens a second triangular room full of bugs out by the octagonal structure. Go in there, and in a room beyond, you'll see a switch—flip it down; this opens the third triangular room just down the steps next to the octagonal structure. Go in there, find the switch, and flip it down. (You can get a gold health globe by pushing on the gold panel in the wall to the right of the switch.) Now, go to the fourth triangular room, go in, find the switch, and flip it down; this opens the octagonal structure, go in, and pick up the Key. That's it. From this general area you should be able to see the second floor lobby through the blue passageway.

{}           {}           {}           {}           {}           {}

Secret: If you need ammo—especially Molotov cocktails... From the vestibule (next to the lobby), go down into the hall to the right, turn left at the corner, then go into the second room on your left. Push the wall in the right corner.

( back to top )

 

FIRST FLOOR OF THE MANSION - EAST WING

Enemies: Clowns, Giant Skulls
Items: The Kitchen Key

There is one open door in the Great Hall. Through this door, you'll be in a vestibule, where you'll see an open doorway to the left (north), a long hall with a locked door—that leads to The Kitchen—directly ahead (east), and an open doorway to the right (south). Go through the right doorway, then go left, into a wide hallway. The second doorway on your right is booby trapped; it unleashes clowns and skulls, plus a smog monster. On the other side of this hallway, directly opposite the trap door, there's a large room with a four-pillared marble platform in the center. (If you step on the platform, a hidden room to the left opens, and more skulls are released.) Go through the open doorway in the right side of this room, into the hall, turn left, and go up the steps. Go straight ahead into the room with stone block columns—and skulls. Push on the fourth column; it will slide into the floor, and you can get to the Key. Go back into the hallway, turn right, and you'll see two side-by-side doorways; these are two connected rooms with clowns and ammo. Around the corner, the hall leads to The Ballroom. (You can take a breath now.) Robert appears in the ghost movie in the center of the room. If you go to the clock in the left rear of The Ballroom, you can push it ahead one hour, return to Tess's apparition, and see another movie; a different movie will play for each hour on the clock. Go through the large open doorway in the right rear, into a red room. In the ghost movie, Byron mentions the number 15; there's ammo and a health globe behind the door marked XV. (There's a bunch of angry bootleggers behind the door marked XX.) Behind you, there's a room with an Endgame Door. (Remember this location!)

Back at the vestibule next to the Great Hall: In a room beyond the left (north) doorway, you'll find a white Rejuvenation Winged Vessel; its only purpose is to recharge exhausted Vessels; if you pick it up, it does not appear in your Inventory because it is NOT one of the ten you need to finish the game. But if you want to come back later when you have more Vessels to rejuvenate, this is what you do: Go through that doorway, turn left, go around the corner, run straight ahead to the next corner. This hall now goes all the way around a blue-silver central room packed with skulls. There are four skull cages inside this room; shoot the skulls through the bars. When you're sure they're all dead, go to the one open cage, and push on the large beetle engraving on the back wall; this opens a cage on the other side of the room. Go to that cage, and do the same thing to open the third cage. Open the last cage the same way, then when you push on the fourth beetle engraving, you can get to the Winged Vessel in the center of the room.

{}           {}           {}           {}           {}           {}

Secret: Back at the vestibule next to the Great Hall: Go through the left (north) doorway, turn right, and go to the end of the hall, where you'll see a ghost movie. Go down the hall to your left, turn right, get ready for A LOT of clowns, then go to the end of this wider hall. The very last room has a unique, bright wall lamp—push on it, then pick up the golden Egyptian trash can.

( back to top )

 

THE KITCHEN

Enemies: Cleaver-Throwing Chefs
Items: The Kitchen Annex Key, Tess's Bedroom Annex Key

From the vestibule in the east side of the Great Hall, go straight down the long hall, open the door, and you'll be in an empty dining room with two blue health globes. Behind the door to your left is The Kitchen, which is full of chefs. When you enter The Kitchen, you'll see a wooden door in the far right wall. You need to fight your way through the chefs, and go to the round stone room located to the left of that wooden door. Pick up the Key, and go quickly to the dark bluish door on the other side of The Kitchen; behind this door, there's a small room with many square pillars (and more chefs). At the end of the right wall, in the corner, there's a small open compartment containing hanging meat, some ammo, and a Key (which will open the small room in front of Tess's Bedroom). In the next corner of this pillared room, you'll find a narrow hallway with shotgun shells at the end. Go down there, push on the wall behind the shells, and you'll see The Ballroom. (This is a shortcut that you can use at the end of the game; you have to crouch to get through the opening.) Now, go back to the round stone room. Notice the Endgame Door. Remember this location!) If you need ammunition, you could open the wooden door that you saw when you first entered The Kitchen, cross The Mansion grounds to the Kitchen Annex, where you fight chefs, vampire bat maids, and spitting bugs to get the ammo.

{}           {}           {}           {}           {}           {}

Easter Egg: From the vestibule (next to the Great Hall) to The Kitchen, the long hallway is narrow, then it widens, then it narrows again. Halfway down the wide part, push on the wall to your left. Step into a room full of portraits of the Killing Time designers; when you push on them, you'll get stuff. Going clockwise around the room, starting with the first portrait to the right of the door-opening: #1 gives you a shotgun, #2 unleashes a giant skull, #3 gives you twin pistols, #4 produces a red health globe—don't touch it, #5 gives you a crowbar, #6 gives you an Anhk, #7 produces a blue health globe, #8 gives you a Tommygun, #9 gives you a flamethrower, #10 gives you Molotov cocktails, #11 unleashes a clown, #12 gives you shotgun shells, #13 produces a gold health globe.

( back to top )

 

THE WINE CELLAR

Enemies: Chefs, Vampire Bat Maids, Zombie Grandmas, Wasps
Items: The Temple of Isis Key (which also unlocks The Mausoleum)

In the round stone room (in the corner of The Kitchen), open the door, and go down the stone steps; at the bottom, turn right. (Throughout The Wine Cellar, Molotov cocktails will be your weapon of choice.) Fight off chefs and maids, and follow the room around to the right. Go through a narrow passageway, then go left, and left again. Now, you'll see a ghost movie. (If you need ammo, go into the room straight ahead, otherwise...) Go through the opening in the left side of this room. Go to the rear right corner of the next room, look right, and you'll see a very narrow staircase. Go down the steps and follow the bends in the hallway, which opens up into a large room full of barrels and bottle-throwing grandmas. Go to an open doorway on the opposite side of this room (which can be a little disorienting), then go into the hallway, stop, and look left. See the Key on a ledge over there? Your task is to make a bridge to the Key.

Start by pushing the large barrelhead behind you. Jump down into the bridge room, and push on two of the four large barrelheads to create more of the bridge. Now, go up the stairs in the corner of this room—nearest the Key ledge—to the hallway, go left, then go through the narrow hall to your right. Watch out for wasps, and follow the right walls to a room on the right. Push on the large barrelhead. Retrace your steps back out to the hallway, jog right, then left, and push on the barrelhead on the right wall. (The bridge is now complete.) Go forward up this hallway, take the first left, stay near the left wall, and go down the narrow hall; at the end, turn left, and you'll see the bridge room. If you hug the right wall here, you can step over to ledge you started from. Take the bridge to the Key and more ammo. Jump down to the right, and go up the stairs—a few steps from the corner, and go right. In the hallway with the barrelhead you pushed earlier, turn left, and go straight as far as you can, then go up the long stairway. Keep going forward until you see a room full of large crates to your right. Stop here for a minute, and kill all the grandmas and wasps in sight.

OK. If you were to continue up this hallway, you would eventually come to two small connected rooms with pedistals; in the second room you would see an entrance to dark caverns and more Wine Cellar rooms that lead to The Sewers... but here's a shortcut... Go to the opposite side of the crate room, and you'll find a large stash of ammo, two health globes, and an Anhk. (If you absolutely cannot figure this out, see the "Crate Room Solution" below.) One of the walls of this octagonal room is white rock—push on it. Go into the dark caverns and hug the right wall all the way to the end; it's tedious going, but at least you won't get lost. The cavern finally spills out into a normal-looking Wine Cellar hallway. Go right, then just follow along the right walls until you see a narrow hall with a stone floor to your right; go through there, and go forward as far as you can, then go left. Go through the short hallway to your right, and you'll encounter hulks and bootleggers; keep following along the right walls, and you'll come to a brown stone stairway; go down, and you'll be in a large room with moss-covered walls. To the left of the ghost movie, there's a room with a drain in the floor, then a narrow opening with a rock-walled stairway that leads down to The Sewers.

{}           {}           {}           {}           {}           {}

Crate Room Solution: You've noticed, of course, that if you don't enter the crate room correctly, you keep getting "pushed back." What you must do is start between the second and third crates from the right side of the room, go forward two crates, go right one crate, go left one crate, go left four crates, go right one crate, go right two crates, go left one crate, and the octagonal room with the ammo and secret wall-door is in front of you. (Note: When you come back through here later to return to The Mansion, you can take any path you choose through the crates.)

( back to top )
 

THE SEWERS

Enemies: Spitting Scarab Beetles, Giant Spitting Toads
Items: Second Floor of The Mansion - East Wing Key (which also unlocks The Lookout Tower)

There are actually two levels of Sewers, which contain channels of sludge that start and stop and go off in different directions, and they are literally crawling with nasty vermin; fortunately, there's a great supply of ammo and health globes, too. As you go down the rock stairway, the first opening to your left is Level 1. Go in, and instead of getting into the channel straight ahead, go right, then get into the next channel you come to, and go right. At the T, go right. At the intersection, go right. When the channel starts bending left, get up on the walkway to your right, get into the next channel, and go left. At the end of this channel, get up on the walkway to your left, get into the next channel, go straight ahead, and follow the bend to the right. At the intersection, go right. Follow the bend to the left, get up on the walkway to your right, get into the next channel, and go left. When this channel ends, get into the next channel, and go straight ahead. At the T, go right, and pick up the Key. Now, retrace your steps back to the rock stairway.

Level 2 is at the bottom of the stairway. Go in, and get into the sewer channel. At the intersection, go straight a little more, then just past the large support pillars, get up on the walkway to your left, and get into the channel going that direction. At the end of this channel, follow the walkway around to the left. Get into the next channel, take it to the end, then get into the next channel to your right. When this channel ends, go straight into the next channel, and go right. Follow the bend to the left, then go straight ahead. Instead of following the next bend, get up on the walkway in the corner, and go into the tunnel that leads to The Temple of Isis.

( back to top )

 

THE TEMPLE OF ISIS

Enemies: Egyptian Wolf Masks, Fireballing Skeletons, Giant Skulls
Items: First Floor of The Mansion - West Wing Key, The "Hands" Winged Vessel

Here's another good place to save your game. When you see torches in the tunnel (as you exit The Sewers), go slow, look down, and move carefully down onto the pier. (If you fall into the water, you won't drown, but there's no way to get out.) Follow the left, right, left turns at the torches, then go up the white marble steps to the Temple. Open the front door, step in, and stop for a moment. A Winged Vessel is directly ahead, but when you enter this room, a stone pillar will descend to hide it several floors below. There are three hidden compartments containing wolf masks on both sides of the marble platform in the floor in front of you; the first compartment to your right also has a switch inside that will open the gold panels on either side of the Winged Vessel. To start this whole process, walk up to one of the gold panels, turn around, and blast the oncoming wolf masks. Crouch into the compartment with the switch, and flip it down. Go through one of the new openings in the back wall, go around the pillar, and through the narrow hallway. Go right, then left at the corner, and through the next narrow hallway. (If your health is low, there are three health globes in the blue rooms ahead, otherwise...) Go left at the intersection, then follow the hallway until you see a rock stairway—with a torch inside—to your left.

Go all the way down the stairway to a stone room that's completely open on one side to the water. Pick up the Key in the gold room to your left. Now, you need to leave this room, and go out onto a very narrow pier, but be careful; you'll be savagely attacked by skeletons and skulls. At the T, go right, then take the next pier to the right. Go in the building, follow the narrow hall around left and right, then go straight ahead, and pick up the Anhk. Go back into the narrow hall, take the first right, go right again, then go into the room on your left, and flip the switch down. Go back out to the pier; at the T, go left, then go to the second right pier. You'll see a lot of activity behind the now-open door; a Winged Vessel is also beyond that door. Get your Anhk out; you're going to need it because it's hell in there. When you've picked up the Winged Vessel, return to the room with the ghost movie. (That's left at the T, then the first right pier. But if you REALLY need ammo and-or health—and you're fearless, you could go right at the T, and clean out those rooms first.) Now, go back to The Sewers, The Wine Cellar, The Kitchen, and I'll meet you in the Great Hall of The Mansion.

( back to top )

 

FIRST FLOOR OF THE MANSION - WEST WING

Enemies: Skeletons, Smog Monsters, Clowns
Items: The Library Key

Open the the door in the Great Hall directly opposite from the door to The Kitchen, and you'll see a room with flames popping up in front of you; that's the Firepit, and that's where you're going next. A few tips: (1) Look down as often as possible, so you don't fall off the ledges. (2) Try to kill the smog monsters before they "see" you. (3) Save your game here. OK. When you enter the Firepit, stay on the upper level walkway, and go into the room to your left. At the intersection of the walkway, go left. In the next room, turn left, jump down to the lower level, and run along the left wall. Go up the stairway, go right at the corner, then stop at the opening in the wall to your left. (You'll probably be face-to-face with a smog monster.) Still on the upper walkway, go to the middle of the room, then go right. (The walkway is narrower.) Go into the next room, shoot everything in sight, look left, and you'll see a Key. Run and jump across the gap to pick up this Key, but not straight across; jump over where the gap is a little narrower.

Now, facing the walkway you just jumped from, turn left, and go into the next room. Staying close to the wall, go to the end of this walkway, and shoot everthing in sight. Jump down to the lower level, run a little bit forward, then right to the other side of this room. When you hit the wall, turn right, and run close to the wall through the flames. When you reach the corner, turn right, run, turn left, and left again, then go up the stairway. Get your flamethrower out at the top of the stairs, and sweep the whole room a few times. Some Molotov cocktails will take care of the hiding smog monsters. Now, you're going to stay on the winding upper level walkway to the other side of this room; this is the only way out. So turn left, and get going—carefully. When you come to the gap in the walkway, you'll need to run and jump, but be careful; there's not much landing room. (If you fall, there's a stairway back in the corner of this room, so you can get up to the walkway again.)

In the next room, say goodbye to the Firepit, go down the staircase, and look left. The tall iron bars prevent you from getting to The Library, so take a few steps to the right, and you'll see a room with clowns to your left. Go in there, and you'll see a room with skeletons to your right. Go in there, and you'll see the first of four switches—flip it down; this opens a hidden room with the second switch—flip it down to find the third switch—flip it down to find the fourth switch that removes the tall iron bars. Go back to the staircase area, and take a few steps beyond where the iron bars were. You'll see a room straight ahead (which contains a couple clowns and another switch) and a hall to your right. Halfway up this hall, there are stairs leading up to The Library. (If you continue to the end of the hall, and turn left, you'll find clowns, skeletons, and ammo.) When you go up the stairs, the door is guarded by a skeleton and a few clowns; blast 'em, open the door, and step into a room with two ghost movies and an Endgame Door. (Remember this location!) The entrance to The Library is to your left.

( back to top )

 

THE LIBRARY

Enemies: Zombie Bootleggers, Zombie Hulks
Items: The "Eyes" Winged Vessel,
The Hedge Maze Key (which also unlocks The Caverns' interior door and The Topiary)

Go into The Library, turn left, go through the open doorway, go forward, and through the next open doorway. Turn right, go around the corner to the right, then out to the walkway. Go forward to the end of the room, go left, left again, then go through the opening in the bookcase. Go right, then go through the opening in the bookcase. Turn left, and go down the steps. Go right (along the wall), and go up the steps. Go left, left again, go forward, and down the steps to your left. Just inside the next room, go left, and pick up the Winged Vessel. Go back up the steps, jog left and right, then go forward to the end of the room. Go right, right again, and go down the steps. Go left, and go up the steps. go right, then left, go down the steps, and you'll see a ghost movie. Go forward, turn left, go up the steps, then go through the doorway to your right. Go forward, go right, and walk up to the Endgame Door. (Remember this location!) Go down the steps, and pick up the Key.

Now, retrace your steps back to the Library entrance, then go down the stairs, and back up toward the Firepit. Go past the Firepit, and into the hallway a few steps to your left. (This is the only way back to the Great Hall.) Go left at the next hall, then go into the first room to your left. Go into the corner—where the room narrows, look right, push on the wall, go in, and pick up the Anhk. (The remainder of this area is a maze of rooms full of clowns and skeletons; at times it's difficult to differentiate between rooms and hallways, but here goes...) Go back into the hall, go left, then just before the two rooms at the end of this hall, go right. Take the second hall to your right, then just before the two rooms at the end of this hall, go left. Take the next right, then go left to the Great Hall.

( back to top )

 

THE HEDGEMAZE

Enemies: Zombie Goons, Zombie Bootleggers
Items: Tess's Bedroom Key, The "Liver" Winged Vessel

From the Great Hall, go to the rear of The Mansion, and open the door. Go straight across the grounds to the first octagonal room. The Hedge Maze is a series of eleven octagonal rooms with three doors to choose from; only one of three doors leads to the next octagonal room; the other two... you don't want to go there. In each room, the ghost of Tess's niece, Angela Conway, will give you a clue to which is the correct door. Finally, in the enclosed fountain area, pick up the Winged Vessel, then go back to the Great Hall. (There's an opening in the hedge, here, that you can jump up into, and cross the grounds to The Kitchen if you want to go that route.)

{}           {}           {}           {}           {}           {}

Hedge Maze Solution: Room 1 = Chest (left door), Room 2 = Cows (left door), Room 3 = Armor (straight ahead), Room 4 = Palm Trees (straight ahead), Room 5 = Flat Fish (left door), Room 6 = Cabbage (left door), Room 7 = Clams (straight ahead), Room 8 = Corn (straight ahead), Room 9 = Rat (left door), Room 10 = Bottle (left door), Room 11 = Teeth (left door).

( back to top )

 

SECOND FLOOR OF MANSION - EAST WING

Enemies: Clowns, Zombie Bootleggers, Spitting Bugs
Items: The "Nose" Winged Vessel

From the Great Hall of The Mansion, go upstairs, go toward the windows, then open the door in the left (east) side of the second floor lobby. You'll see a red door way down at the end of the hall; there's a Winged Vessel beyond that door, but you can't open it. So go down there, and turn left. Get ready for action. Go to the end of the hall, turn right, then go into the hall with brightly colored carpeting. You need to follow this hall (sort of a square spiral) all the way to the end, where you'll see a switch—flip it down. Now, go back, and pick up the Winged Vessel. (Note: stepping on the Vessel platform releases clowns and bootleggers.)

( back to top )

 

TESS'S BEDROOM

Enemies: None
Items: None

While you're up in second floor lobby of The Mansion, you may as well check out these rooms. By now, you should have the Key (from The Kitchen) that opens the door nearest the stairway; here, you'll find Tess's Bedroom Annex, or Tess's Walk-in Closet, or whatever you want to call it; it's full of ammo. The next door (which opens with the Key from The Hedge Maze) leads to Tess's Bedroom. Inside, to your left, there's a clock in the corner (like the one in The Ballroom) that shows a different ghost movie for each hour you set it to. To get upstairs to the Winged Vessel Machine, push on the DUNCAN portrait. Do not push on any other portraits; they're booby trapped!

( back to top )

 

THE CAVERNS

Enemies: Giant Skulls, Ghost Demons, Egyptian Wolf Masks
Items: The "Mouth" Winged Vessel

Just north of The Kennels, when you enter the area that contains the Hunter's Cabin, you go right (northeast) at the first Y in the path. At the end of this path—with hunters and two-headed dogs everywhere, you'll enter The Caverns through what looks like a mineshaft door. (Actually, before you get there, if you REALLY need ammo, you can get some in a cave full of dogs. How to find it? On the path, the space between the high walls narrows, then it narrows even more. When you come to a large open area, and the path bends right, go straight off the path, and go to the narrow space between the walls; the cave is in the right wall. You'll have to crouch in there, and fight off bugs and ghost demons, but what the hell, if you need the ammo...) The Caverns are insanely dark; you'll have to feel your way through while fighting enemies. Your map is very useful in here (press the [tab] key), but only for a quick glimpse because you can easily find yourself being pounded on by some foul enemy just as you're clicking the map off.

OK. Either by luck or by map, you'll come to a door with torches on either side. At this point, you should have the Hedge Maze Key that you picked up in The Library. Open the door, and enter an even more intestine-like cavern. Eventually, you'll be in a huge open space with a large building in the center. The wall that surrounds this area has nooks and crannies that are full of skulls, demons, wolf masks, bullets, and shotgun shells. Go in the front door of the building; at the far end, there's a switch on the back of the pulpit structure—flip it down. This opens a door to your right. Kill the wolf masks, then go down the steps, and you'll see a large room with torches. While fighting off enemies, keep going down along the left wall to the bottom. Go into the room, and pick up the Winged Vessel. Turn left, go down the steps, and crouch through the opening in the wall. (This is the only way out now.) Make your way through the cavern, which goes sightly uphill all the way, and you'll come out into the open on a ledge. Jump down to the ground, turn right, and wind your way through the walls. Go left on the first path you come to, and you're headed back to The Mansion.

{}           {}           {}           {}           {}           {}

Another View: Click here for detailed maps showing the direct route through The Caverns to the building that houses the "Mouth" Winged Vessel.

( back to top )

 

THE LOOKOUT TOWER

Enemies: Hunters, Wasps, Zombie Maids, Ghost Demons
Items: The "Legs" Winged Vessel

From the fountain in front of The Mansion, take the stone path to the east side of The Gardens. Open the door (unlocked by the RSVP invitation you picked up earlier), then go down the stone staircase. Take the right (south) path, and get ready for an onslaught of hunters and wasps. Follow this path all the way to The Lookout Tower. A maid is waiting for you behind the front door; open it, shoot her, then go around the structure in the foyer. Just as you enter the large main room, look to your left, and you'll see a stairway. Go upstairs, and you'll see a ghost movie. Shoot any wasps that come in through the windows, then pick up the Winged Vessel. If you're interested, there's a health globe and a nice view of the ocean outside, but there may also be a few wasps left out there. That's it. (If you're low on supplies, you could fight off A LOT of enemies, and pick up ammo in the rooms off of the main room, downstairs, on your way out.) Go back to the stone stairway to The Gardens.

{}           {}           {}           {}           {}           {}

Do you REALLY want an Anhk? When you go out the front door of The Lookout Tower, go right, then follow the high wall around to the left—and watch out for wasps. The cliff ledge gets very narrow, but keep following the wall around. When the ledge gets wider, and you see some trees, go into the cave—which is full of spitting bugs and ghost demons. In the cave, hug the left wall, and keep going left, fighting as you go. Soon, the cave floor becomes downward steps, keep going, and stay to the left wall. Walk into the pool, and grab the Anhk. Then retrace your steps back to The Lookout Tower.

( back to top )

 

THE MAUSOLEUM

Enemies: Skeletons, Spitting Bugs, Ghost Demons, Smog Monsters
Items: The "Back" Winged Vessel

(If you haven't saved your game lately, I'd do it now.) From The Lookout Tower, go past the stone stairway to the The Gardens—on your left—and just keep going north Stay on the path, and fight off the hunters and wasps. Eventually, you'll come to an area with small rocks and boulders all over, and the path goes upward in steps. Go off the path to the right. The area between the high rock walls narrows, then opens into an enclosed space with lots of hunters. There's a small cave back there that's full of ammo, a flamethrower, and Molotov cocktails. Go back to the path, and go up the steps. When the bugs start spitting, you're getting close. At the Y, take the right path directly to The Mausoleum. (Be prepared; it's REALLY dark in there, and skeletons will be firing on you.) Open the front door, and run as straight as you possibly can to the opposite end of this room, where you'll (hopefully) find a wide opening in the wall, then a short hallway that ends in a large door, in front of you, and smaller doors to the left and right. Open the left door, and go down the steps to The Catacombs.

First, you'll see a statue and torches straight ahead. Go to the statue, then go left through a hallway that opens into a large room containing twelve sarcophagi (three in a row, and four deep). You're facing the center sarcophagus in the first row of three. Go around the side of this thing, then run straight to the back wall. You should be very close to an opening in the center of the wall; it's behind the middle sarcophagus. Jump into the opening, and fight for your life. When all your enemies are dead, go to the back wall directly opposite from the place you came in, and you'll see a plain section of wall that has no design—push on it. The Winged Vessel is near the torches in front of you; it's guarded by skeletons and ghost demons. Go in, grab the Vessel, turn around, and run to the hallway between this room and the room you jumped into. Turn right, and run straight as far as you can, then go left. Stay near the left wall, then go into the first room on your left, kill the ghost demons, and grab the golden Egyptian trash can. Get back into the hallway, and go left. When you hit the wall, go up the stairway. Turn right, run close to the wall, go left at the corner, and the first opening on your right is the passageway to the statue you saw earlier. Go right at the statue, then up the steps. Turn right at the top, and run straight to the front door to exit.

Turn right, go to the path, then go right (northwest). You'll be fired on by bugs and skeletons up in the caves to your left, as well as on the ground. Return fire, and keep going northwest on the path; pick up any ammo you can find near the high walls. The enemy attack gets really heavy, and soon, scarab beetles join in. Then the path starts going upward in steps, and zig-zags left and right. Hold your ground here; you've got a couple options before you follow the path through that narrow space between the walls. (1) You could turn toward the left (west) wall, and walk onto a ledge that goes up to a cave containing shotgun shells, flamethrower fuel, and a health globe. (2) You could take the very short offshoot path, and go up the ledge on the right (east) wall; this leads to a white Rejuvenation Vessel.

(I want to remind you that a Rejuvenation Vessel is NOT one of the ten you need to finish the game; if you have no Vessels that need recharging at this time, just skip to the next paragraph, otherwise...) Continue up the ledge, shoot anything in sight, and then you'll see a torch on a ledge on the other side of the path. Go to the edge of the ledge you're on, look down, look around, check it out. The ONLY way to get to the white Vessel is by jumping from this ledge to the ledge with the torch. Try this: Back up to the weed plant on your ledge, aim toward the plant on the other ledge, then run and jump. (If you don't make it, you can run back to the zig-zag path, get back up on the ledge, and try again.) When you're on the ledge with the torch, head in the direction of The Mausoleum; you're going to the caves that the bugs and skeletons were firing down from. Soon, the ledge goes uphill slightly in steps; stay close to the wall. Go into the cave. To the right of the torch, there's a small dead-end cave with a skeleton, some ammo, and a health globe. To the left of the torch, there's a nook in the wall with a scarab beetle and flamethrower fuel. Go into the tunnel next to the nook. Stay close to the left wall, then you'll be outside on a ledge; stay close to the right wall, and continue on. Go into the cave with torches on either side, and kill the bugs and skeletons. Right away, you'll come to left and right tunnels. (If you need ammo and-or health, go into the right tunnel; it's short, and you can easily return to this Y.) Go into the left tunnel, and hug the right wall. Soon, you'll see a giant skull, then more skulls, then you'll see the Rejuvenation Vessel. Go down the ramp ledge to your right. When you touch the Vessel, skulls are released from a compartment about halfway up the ramp ledge. Before you leave this enclosed area, pick up as much ammo as you can carry. Go back up the ramp ledge, then stay close to the left wall of the tunnel until you see the torches. Go out on the ledge, then right. When you see the torches at The Mausoleum, jump down to the ground, go straight, then go left on the path.

Back at the zig-zag path, go through the narrow space between the walls. Another option here: Before continuing on the path to The Topiary, you could turn left, and go up the ledge along the left high wall to a cave that's packed with ammo; it's also a major scarab beetle nest. Most of the ammo is just inside the cave door. If you blast your flamethrower a few times, you'll see that this cave is a large cylinder with steps around the outside edge. (There's some ammo in the round pool at the bottom.) Then back to the path, and follow it to the end.

( back to top )

 

THE TOPIARY

Enemies: Dogs, Goons, Bugs, Wasps, Beetles, Toads
Items: The "Chest" Winged Vessel

At the end of the northward path from The Mausoleum, you'll come to a stone doorway with torches on either side. Go in, go up the stone steps, and follow the path again. At the Y in front of The Topiary, take the right path a short distance to the door, stop, and shoot anything that moves. OK. The Topiary is shaped like a cross (a crucifix), and this door is at the base of the cross. What you should do here is pull out your flamethrower, open the door, and sweep this place clean of insects. When you're safe from attack, you can casually investigate this room. At the intersection of the cross, you'll see a rectangular monument with a pool of water inside, and a man's face (Old Man Conway?) at one end. Go to the top of the cross, jump over the low wall, and you'll see a switch behind a tree—flip it down. This opens a square hole in the pool of the monument.

Jump into the square hole. You'll be in a tight space with only one way to go: into the shallow channel of sewer sludge. Beyond the doorway, there's a huge room protected by giant toads. (Your shotgun is the ticket here.) Stand at the doorway, and blast the toads within range. A bit to the right, there's a barely perceptable stairway in the rock ledge. Go up to the walkway, go into the room to your right, shoot the three toads, and pick up the shotgun shells. Step over the narrow blue channel of water, go back out to the walkway, turn right, and shoot at the toads down in the sludge. You need to get to the gold door across the room, so head over there, go to the narrow gap in the walkway, back up (almost into the next room), and jump over the gap. With the gold door to your right, you'll see a square pillar with a golden top a short distance away. Back up, and jump on top of the pillar; don't worry about falling off; just hitting the top of the pillar opens the gold door. Wade through the sludge, find the steps up to the walkway, and come around again to the now-open door. Shoot the four Egyptian wolf masks, and get the Winged Vessel. Now, just jump off the walkway into the sludge, go to the smaller room where you first entered this sewer, go up the steps to the tight space, look right, flip the switch down, and ride back up to The Topiary. Go out the door you came in (at the base of the cross). At the Y in the path, go right, and continue past the left arm of the cross.

( back to top )

 

THE ARBORETUM

Enemies: Dogs, Goons, Spitting Bugs, Wasps, Scarab Beetles
Items: The "Arms" Winged Vessel

Stay on the northward path from The Topiary, and pick up ammo—when you can—near the high walls. Soon, the path winds sharply back and forth, and becomes a bit difficult to maneuver. (Plus, the enemy attack, here, is completely off the hook.) When the path takes you around a small pool, there's some ammo in the low, flat ledges to your left. Get back on the path, and just past the next high wall, you'll see another area with low, flat ledges to your left; go up there, and you'll find a cave packed with dogs and A LOT of ammo. Then get back on the path. Be careful when you get to The Arboretum; it's full of dogs and bugs. When you first enter, turn right, and go to an opening in the low wall. Just beyond that opening, to your right, there's a storeroom packed with all types of ammo—and some dogs. Go to the other end of The Arboretum, to the structure with four torches, and pick up the Winged Vessel. Now, follow the path all the way back to The Mansion.

( back to top )
 
ENDGAME  

Enemies: Seth, Giant Skulls, Egyptian Wolf Masks

So now, you have all ten Winged Vessels in your Inventory. Go up to the room above Tess's Bedroom, and place them, one by one, into the Winged Vessel Machine (the large circular structure). You'll hear a thunder-crack, which means that all of the blue iron "Endgame Doors" in The Mansion are now unlocked. It also means that very soon you'll meet an indestructable being named Seth. (You can kill him temporarily, but he keeps coming back to attack you throughout the remainder of the game.)

See the Endgame Door right there in the Winged Vessel Machine room? Behind it, you'll see several important ghost movies in the rooms full of crates and junk. The first movie shows Duncan killing Tess. The second movie shows Tess dying and revving up the Waterclock as she wails a curse, an incantation that transforms Duncan into Seth... and Tess into Isis. Beyond these junk rooms, you'll find another Endgame Door that leads to the Hall of Mirrors where the Waterclock is ticking.

Are we near the end? Not at all. As mentioned in the INTRO, you must destroy the Waterclock, but at this point, it's immune to your weapons. First, you have to locate and destroy six Egyptian Artifacts hidden in the attics of The Mansion. Where are they?

                       

One is up in the attic beyond the Endgame Door in the round stone room next to The Kitchen.

Two are up in the attic beyond the Endgame Door in the back of The Ballroom. (Remember the secret passageway from The Kitchen to The Ballroom?) After the first flight of steps, there are two openings in the round stone room with square pillars: One has steps continuing up to one Artifact (and an Anhk); the other goes through a dark hall to another round stone room with steps that lead up to the second Artifact.

One is up in the attic beyond the Endgame Door next to the entrance to The Library.

Two are up in the attic beyond the Endgame Door in the back of The Library. Like before, one Artifact is located all the way up the steps; the second one is found by going through the dark hall to another round stone room, then going up the steps from there.

(You don't have to attack them in any particular order, but the method above seems as good as any. And I'd advise you to root around for ammo before you take on each Artifact because they're very heavily guarded... plus that rotten Seth will be reappearing around every corner.)

When you've destroyed all six Artifacts, return to the Winged Vessel Machine room, proceed to the Hall of Mirrors, and kill Tess's Waterclock. Then all hell breaks loose. Here and now, I'll just say that there's a happy ending—which you may actually see if you're Superman—and a not-so-happy ending. If you really need to know how it all ends RIGHT NOW... click here to view the Endgame Spoiler Movies.

( back to top )

 

CHEATS

Type one of these codes into the "Enter Name" screen:
 
JOHN WOO Start game with Twin Pistols & 200 bullets
CHOW YUN FAT Start game with Twin Pistols & 200 bullets
MAD DOG Start game with fully charged Flamethrower
EDGE Start game with 28 Molotov Cocktails
BURGER Start game with loaded Shotgun
STRYDER Start game with 5 Anhks


Type these codes on your keyboard at any time during gameplay:
 
SCOOBYSNACK 200% health
WHOOPDANG Gives you all fully charged weapons
OPENSEZME Gives you all the Keys
BODYBAGS Gives you all the Winged Vessels
IAMAPOOPHEAD God mode  (nothing can harm you)
GARYLAKE Suicide
IDKFA Suicide

Note: You won't see or hear anything happen until you finish typing a gameplay code—either upper or lower case. If you make a mistake, just type it in again. Also, you may use multiple codes simultaneously.

( back to top )



This walkthrough has been brought to you by
Foreign Score Corp.
Click here to get walkthrough as PDF document.



MacGamer Forum Killing Time Forum Inside Mac Games




BIRDBRAIN
www.theworldofbirdbrain.com